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		<title><![CDATA[Latest posts for the thread "Daemon's invulnerable save depends on weapon's AP value"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Daemon's invulnerable save depends on weapon's AP value"]]></description>
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				<title>Daemon's invulnerable save depends on weapon's AP value</title>
				<description><![CDATA[ I think an interresting thing to do with daemons would be to make their invulnerable saves dependant on the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value of the weapon which wounds them.<br /> <br /> Eg. <br /> <br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1/2 weapons would allow a 6++ (5++ for greater daemons and tzeench daemons)<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3/4 weapons would allow a 5++ (4++ for greater daemons and tzeench daemons)<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5/6/- weapons would allow a 4++ (3++ for greater daemons and tzeench daemons)<br /> <br /> Do you think it's a good idea or just ridiculous?]]></description>
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				<pubDate><![CDATA[Fri, 4 Jan 2013 02:06:54]]> GMT</pubDate>
				<author><![CDATA[ edbradders]]></author>
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				<title>Re:Daemon's invulnerable save depends on weapon's AP value</title>
				<description><![CDATA[ Too much bookkeeping, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  Why do you think this needs to be done?  In my experience, Daemon's survivability is fine as is.]]></description>
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				<pubDate><![CDATA[Fri, 4 Jan 2013 04:16:49]]> GMT</pubDate>
				<author><![CDATA[ PrinceOfMadness]]></author>
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				<title>Re:Daemon's invulnerable save depends on weapon's AP value</title>
				<description><![CDATA[ So, you'd want to make their invulnerable save # go up based on the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value of the weapon used against them? That strikes me as defeating the purpose of giving them all invulnerable saves to begin with as opposed to armor of various kinds. <br /> <br /> Might not be a bad houserule to try out for armor saves themselves though, the <i>'all or nothing'</i> approach could do with a graded varient. <i>(for an codex that has them, that is). </i>]]></description>
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				<pubDate><![CDATA[Sat, 5 Jan 2013 05:49:51]]> GMT</pubDate>
				<author><![CDATA[ Neorealist]]></author>
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				<title>Re:Daemon's invulnerable save depends on weapon's AP value</title>
				<description><![CDATA[ So make daemons <i>even</i> worse? No.....]]></description>
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				<pubDate><![CDATA[Sat, 5 Jan 2013 11:12:30]]> GMT</pubDate>
				<author><![CDATA[ blood reaper]]></author>
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				<title>Re:Daemon's invulnerable save depends on weapon's AP value</title>
				<description><![CDATA[ It would make more sense to give increase invul save as if they were going to ground (i.e. if they don't move improve save by one; there are immaterial beings after all). Most times the daemon units want to close in; trade off mobility for survival. It's simply, easy to remember and gives the daemon players some flexibility and tough (not auto) choices.]]></description>
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				<pubDate><![CDATA[Sat, 5 Jan 2013 18:06:57]]> GMT</pubDate>
				<author><![CDATA[ Bloody Adair]]></author>
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